....
Maybe it does?
I don't block very often because ITS ON THE STUPID THUMBSTICK
Blocking with thumbstick is so hard. I know they'll change it in a patch to the shoulder buttons but damn did they even play test that? Huge oversight.
I disagree actually! Completely different play style, but one of the top 5 players I believe is actually a mummy.
You're maybe missing the biggest advantage of choosing him: "Will not flinch from non-charged (and some charged) attacks while jumping, dashing, or punching; also gain 50% damage reduction when a punch is resisted." He can be the tankiest by far as well as one of the most intimidating played well. and:
Right. Match against another defensive minded player and he has a distinct one up with the heal.
It does, just not as much as punching.
This is a reasonable question for sure. Ribbon has a considerably smaller hitbox and more mobility, and it could be argued that for light arms like poppers, which are a starter for her, arm girth may be a liability (lower rush meter gain, higher chance of being punched through). But overall Cobra could be argued to simply have more advantages and fewer weaknesses.
On the one hand, it really sets Cobra apart as a small character with big arms. That's a good niche. It's also worth mentioning that decreasing his arm girth by just one might actually make him even better- that would probably be the ultimate sweet spot for speed+meter gain.
But, as it stands, combined with his ability giving him outstanding mobility, he is really only lacking in jump, which suits him fine as his ability only works on the ground.
Again, he isn't unbeatable by any means. But he is certainly a very strong character offering a niche no one else does.
Really folks? In 1v1v1 or 1v1v1v1 you think spending the whole match exclusively fighting me so your 10% can try and take on a 100% opponent is gonna work out? Okay then...
Really folks? In 1v1v1 or 1v1v1v1 you think spending the whole match exclusively fighting me so your 10% can try and take on a 100% opponent is gonna work out? Okay then...
Absolutely, The larger hitbox "works both ways" for all characters.I'm curious...does more arm girth make it easier for ARMS to be disabled for that character? Like do Kid Cobra's ARMS have more of a hitbox allowing them to be disabled more?
Single jump, but Ribbon Girl wins because hers is only one notch below and can be used multiple times in the air obviously.Technically he also has the fastest and longest jump too.
Right? Fuck my life some players are dense.
A 1v1v1v1 I had was great in that it was two separate 1v1s with myself and a Min Min who was fighting another opponent clashing in the finale... Unfortunately when I went to face the Min Min she still had full health as she dominated the Kid Cobra she faced.
I really, really wanted to do a 1v1 fight against that player (they were #1 in our Party room, I was #2), but the game never matched us =(
I don't think the people in those situations want to win. Rather, they just don't want to be the first one out.Really folks? In 1v1v1 or 1v1v1v1 you think spending the whole match exclusively fighting me so your 10% can try and take on a 100% opponent is gonna work out? Okay then...
I don't think the people in those situations want to win. Rather, they just don't want to be the first one out.
Either that, or they don't know how to switch targets
I don't think the people in those situations want to win. Rather, they just don't want to be the first one out.
Either that, or they don't know how to switch targets
Ninjara is my main. I love him, but he doesn't have a good niche and tragically one of his main mechanics is about 50% downside. I'll edit in the post I made about him one sec.Why do you put ninjara in the bottom three? I started with him before switching to spring man.
Also, nobody ever talks about spring man but I think he's pretty legit. Perma charge when low is really strong.
The more I play and get into becoming legit with Ninjara, the more I realize that he is extremely limited and probably underpowered/low-tier He's the ultimate newb-merking character in that it's extremely obvious when a player doesn't know wtf is going on and I can just take them apart in seconds, but at advanced levels he is missing a distinct niche that isn't done by someone else better, AND, quite unfortunately, his gimmick with blocking actually becomes a liability in some circumstances and even renders a couple of entire advanced mechanics completely unusable. A player that knows his shtick can essentially outplay him 1v1 in "standard ARMS" (imagine all characters were Byte while Barq is dead), and he has no "trap card" to activate. I very much doubt he will see any high level play. Gahhh!
All that said, I personally still love him and don't care about tiers. And his pink color swap matches Megaton perfectly which I use so I'm never abandoning him everokay my Kid Cobra is getting pretty decent though im just saying
I have the least experience with Spring Man. He seems great. The perma charge intimidates the shit out of me still when I see it kick in.
On paper I think he's a top tier character and I've been working on him. I'm surprised no one talks about his defensive aura more. It requires a bit of its own rhythm, particularly if you go for auras after empty jumps. But it's safe and pretty generous with its hitbox.Also, nobody ever talks about spring man but I think he's pretty legit. Perma charge when low is really strong.
I literally made a pro/con list in Excel this past week for every character. Ninjara pro: teleport on block, footspeed. Ninjara con: teleport on block.Ninjara is my main. I love him, but he doesn't have a good niche and tragically one of his main mechanics is about 50% downside.
YeahI knew Ninjara was suspect the first time I tried to parry with him and was like "...oh"
I will say the difference between an uninitiated Spring Man player and one taking full advantage (like you) is maaaassive.Constantly dashing and deflecting can make him tough to hit, though I'm not entirely sure how to best follow it up. I've been using ramram and triblast for decent coverage as I close distance using dash deflects, and it's been working pretty well. Not sure what the ultimate loadout goal should be.
And I don't know what to put under con for Spring Man
Ha. His blonde alt looks like an evil frat bro out of an 80s movie."-looks like a psychopath when pressing L in party match"
Is this worth it if I just want to play through the story?
Absolutely, The larger hitbox "works both ways" for all characters.
So it's a benefit if your gloves WIN a punch encounter (Heavy vs Medium, Medium vs Light), and for blocking gloves of equal weight.
It's a detriment if your gloves LOSE a punch encounter (Light vs. Medium, Medium vs. Heavy), and because your arms can be hit independently more easily as you've noted.
Single jump, but Ribbon Girl wins because hers is only one notch below and can be used multiple times in the air obviously.
But yeah. Pure stats wise, he is probably the character with the fewest weaknesses. I put him at the top in the most need of a potential slight nerf (though I love the shit out of him so aww). Ninjara, Mechanica and Barq and Byte those most in potential need of a slight buff.
I do want to reiterate though, there are good counters for everything Kid Cobra can build around, and it's possible to succeed with those "bottom 3" as well.
edit: Sorry, I reread my answer, it totally sounds like I mean he is weak in jumping altogether; I just meant it was a weakness re: Ribbon Girl, who Moondrop menitoned.
If you just look at his stat spread even without comparing it to other characters, it's pretty wild stuff.
Constantly dashing and deflecting can make him tough to hit, though I'm not entirely sure how to best follow it up. I've been using ramram and triblast for decent coverage as I close distance using dash deflects, and it's been working pretty well. Not sure what the ultimate loadout goal should be.
Loadout/build goals is something I am gonna cover as best I can in the tips post I'm working out!
Is this worth it if I just want to play through the story?
Brought the Switch to a friends place yesterday and introduced like 7 people to Arms. They all like games, but no one there was into fighting games... so there was a bit of eye rolling when i was setting it up.
...4 hours later they were all cheering for matches and trading tech they picked up... smiles all around. I think i sold 2-3 switches yesterday. Damn Nintendo, you're good.
Is this worth it if I just want to play through the story?
Brought the Switch to a friends place yesterday and introduced like 7 people to Arms. They all like games, but no one there was into fighting games... so there was a bit of eye rolling when i was setting it up.
...4 hours later they were all cheering for matches and trading tech they picked up... smiles all around. I think i sold 2-3 switches yesterday. Damn Nintendo, you're good.
That's pretty cool.
Motion controls or buttons?
I dont like it to be honest.Need to be longer like this:
(ง̀-́σσσσσσσσσσσσσσσσσσσσσσσσง
What's the easiest arm to use for arm getter? (I'm using pro controller) thinking maybe the horizontal tri-shooter?
Toaster, cause thats the only one you can use to get arms lol
Building super on whiff is still super weird to me. Sometimes you have situations where both players back off and spam attacks to build meter. It's just awkward, and I'm not sure why it works this way. Maybe if supers were ineffective enough for the game to hand them out for no effort, but they're really not.
Actually, they're kinda godlike. You're pretty locked down if the opponent has it. The damage is fine, but that it's a punish and an instant cancel at the same time is really overbearing. It's tough to screw up if you react to the opponent doing pretty much...anything (landing, attacking with anything but the fastest arms with just the right spacing, etc). And they cancel any mistimed input into a rush that deals some chip, and heck, might even break their shield if you're lucky.
Feels a little too free.
Good games everyone. I have to train more.
They're extremely hard to get around. If you jump, you're probably getting super'd. If you attack without the right arm and spacing, you're probably getting super'd. And that also goes for counterattacks in response to a bad attack by the opponent, as rush cancels everything instantly.Something that rewards bad play, but the really good players can still get around it.
Wait a minute, theres different stats for arm girth? As in throwing bigger hitboxes? Beyond Mummy. Where do they come from indeed, though.
That being said, it sometimes legitimately feels impossible to hit someone when theyre just dashing to one side back to back to back to ... my arms never reach the area of my opponent, as if theyre in some dead zone. maybe I'm not answering with the right movement option as well in my attempts to hit them out of their dashing (trying both during and after their dashes), but I feel like I've tried everything and nothing feels right against it. It's my biggest gripe with the game at this point, not being able to guarantee yourself a hit even when you 100% know whats going to happen next. That could possibly change when people get better, but I'm worried.
Love the game but ranked is just sad right now. People just using dragons to chip damage and run. Getting real old